Feasibility Test Of A Gamification-Based Fashion Adventure Board Game As A Learning Media For Basic Fashion Design

Authors

DOI:

https://doi.org/10.55583/jkip.v7i2.1998

Keywords:

board games, gamification, learning media, fashion design, SMK

Abstract

This study aims to develop and test the feasibility of a gamification-based Fashion Adventure board game for the Basic Fashion Design subject in the 2025/2026 academic year, targeting 10th-grade students at SMK Bina Nusantara Ungaran. This study employed a Research and Development (R&D) method with the ADDIE development model, which includes analysis, design, development, Implementation, and evaluation stages. The implementation and evaluation stages were not fully implemented because the research focused on testing the media's feasibility during the development stage. The research subjects consisted of media experts, material experts, and 10th-grade students, who served as respondents in the limited trial. Data collection techniques used validation questionnaires from media experts and material experts, as well as student response questionnaires. Data were analyzed using descriptive quantitative techniques by calculating the percentage of feasibility and user response. The results showed that the Fashion Adventure board game was categorized as very feasible based on the assessments of media experts and material experts. Furthermore, student responses were categorized as very good, indicating that the media was considered engaging, easy to use, and helpful in helping students understand the style and look of material in fashion design. Therefore, the Fashion Adventure board game is suitable for use as a learning support medium during the development stage.

Keywords: board games, gamification, learning media, fashion design, SMK

References

Aini, L. N. (2024). The Effect Of Game-Based Learning Methods Using Snake And Ladder Board Games On The Reasoning Abilities Of Students In Class Xi At Smk Negeri 6 Surabaya. Avatara-E Journal Of History Education, 15(3). Https://Ejournal.Unesa.Ac.Id/Index.Php/Avatara/Article/View/63430/48103

Amalia, F., & Mansoor, A. Z. (2021). Study Of Mechanical Gamification As A Variable In Board Game Media Literacy. Ultimart: Journal Of Visual Communication, 14(1), 22–34. Https://Doi.Org/10.31937/Ultimart.V14i1.2020

Andarini, M. R., & Damayanti, M. I. (2024). Development Of Jenga Board Game Media For Figurative Language Personification For Learning Writing Skills Text Description Of Fourth Grade Elementary School. Journal Of Elementary School Teacher Education, 12(6). Https://Ejournal.Unesa.Ac.Id/Index.Php/Jurnal-Penelitian- Pgsd/Article/View/60997?Utm

Arsini, K. R., & Kristiantari, M. G. R. (2022). Word Cards And Picture Cards As Media For Indonesian Vocabulary. Journal Of Teacher Professional Education, 5(1), 173–184. Https://Doi.Org/10.23887/Jippg.V5i1.46323

Choirudin, Choirudin, Astuti, Puji, & Hazarika, A. (2024). Visual Analysis And Interactivity Of Board Games As An Innovation In Sequence And Series Learning: A Phenomenological Study Of Junior High School Students. Journal Of Mathematics Education, 2(3). Https://Doi.Org/10.61650/Dpjpm.V2i2.146

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification And Game-Based Learning For Vocational Education And Training: A Systematic Literature Review. Education And Information Technologies, 29(2), 1279–1317. Https://Doi.Org/10.1007/S10639-022-11548-W

De Carvalho, C. V., & Coelho, A. (2022). Game-Based Learning, Gamification In Education And Serious Games. Computers, 11(3), 36. Https://Doi.Org/10.3390/Computers11030036

Fadilah, A., Nurzakiyah, K. R., Kanya, N. A., Hidayat, S. P., & Setiawan, U. (2023). Understanding Media, Objectives, Functions, Benefits, And The Urgency Of Learning Media. 1(2).

Fajar Ayu, A., Puspitasari, A., Hidayati, N., & Fitra Andikos, A. (2024). Gamification Learning Model: Improving Student Learning Motivation Through Technology. Isedu: Islamic Education Journal, 2(2), 1–5. Https://Doi.Org/10.59966/Isedu.V2i2.1270

Ginting, F. B., Wesnina, W., & Soeprijanto, S. (2022). Development Of Learning Media On Women's Clothing Construction Patterns In The Form Of Interactive Animated Videos. Journal Of Animation And Games Studies, 8(1), 1–26. Https://Doi.Org/10.24821/Jags.V8i1.6176

Hanannika, L. K., & Sukartono, S. (2022). Application Of Ict-Based Learning Media In Thematic Learning In Elementary Schools. Journal Basicedu, 6(4), 6379–6386. Https://Doi.Org/10.31004/Basicedu.V6i4.3269

Husna, K., & Supriyadi, S. (2023). The Role Of Learning Media Management In Increasing Student Learning Motivation. Al-Mikraj Journal Of Islamic Studies And Humanities (E-

ISSN 2745-4584), 4(1), 981–990. Https://Doi.Org/10.37680/Almikraj.V4i1.4273

Lestari, M. Apriyani, Fitriyani, Yeni, Hermawati, Eli, Ramdhania, Rini, Mukti, Ndaru, & Oktaviani, Oktaviani. (2024). Development Of Local Wisdom-Based Board Games In Instilling Global Diversity Characteristics. Jurnal Pelita Paud, 8(2), 515–523. Https://Doi.Org/10.33222/Pelitapaud.V8i2.3810

Mien Zyahratil Umami & Sindy Aulia Putri. (2023). Fantasy Look And Exotic Dramatic Style In Ready- To-Wear Clothing With The Addition Of Macrame Decorations. Garina, 15(1), 84–100. Https://Doi.Org/10.69697/Garina.V15i1.28

Prihandoko, G. K., & Yunianta, T. N. H. (2021). Development Of The Board Game "Labyrinth In The Forest" For Junior High School Students On Number Concepts. Jurnal Cendekia: Journal Of Education Mathematics, 5(1), 578–590. Https://Doi.Org/10.31004/Cendekia.V5i1.548

Rif’ah, H., & Ridwan, M. H. (2025). Indonesian Language: A Qualitative Study At Smk Mukhtar Syafa’at Blokagung. Journal Of Education Science (Jip), 3(3). Https://Jip.Joln.Org/Index.Php/Pendidikan/Article/View/551/382

Safitri, R. R., Rahmania, U. G., Putri, A. F., & Jumadi, J. (2025). The Impact Of Game-Based Learning On Student Competencies In Science: A Systematic Review. Journal Of Education And Culture, 10(1), 116–136. Https://Doi.Org/10.24832/Jpnk.V10i1.5188

Sari, N. A. D., & Rachmadyanti, P. (2025). Development Of Narji Board Game Media for IPAS Learning In Grade Vi Elementary School. Journal Of Elementary School Teacher Education Research, 13(4). Https://Ejournal.Unesa.Ac.Id/Index.Php/Jurnal-Penelitian-Pgsd/Article/View/69477?Utm

Sinaga, A. V. (2024). Enhancing Learning Motivation Through Gamification: Innovative Strategies In Education. Pinisi Journal Of Social Science, 03(2). Https://Ojs.Unm.Ac.Id/Pjss/Article/View/68108/30109.

Solihah, M. (2023). The Effect Of Android Game-Based Learning Media On Student Learning Outcomes In Terms Of Self-Directed Learning. Journal Of Educational Chemistry (Jec), 5(2), 77–86. Https://Doi.Org/10.21580/Jec.2023.5.2.21689

Suwarto, Prof. Dr. M. P. (2021). Using Quizizz To Improve Language Learning Achievement In Indonesia. Indonesia. Journal Education, 30(3), 499–514. Https://Doi.Org/10.32585/Jp.V30i3.1934

Szilágyi, S., Palencsár, E., Körei, A., & Török, Z. (2025). Examining The Effectiveness Of Non-Digital Game-Based Learning Among University Computer Science Students On The Topic Of Improper Integrals. Education Sciences, 15(2), 132. Https://Doi.Org/10.3390/Educsci15020132

Timur, J., Madya, J. R., & Anyar, G. (2025). Character Design For Educational Board Game Pieces, Traditional Clothing Traditional In Indonesia. Journal Computer Computer Graphics, 18(1). Https://Doi.Org/10.51903/Pixel.V18i1.2525

Ulina Mahraz, E., Suliyanthini, D., & Wesnina, W. (2021). Evaluation Of Teaching Materials For The Fashion Design Module On Style (Fashion Style). Practice Of Fashion And Textile Education Journal, 1(2), 62–74. Https://Doi.Org/10.21009/Pftej.V1i2.26107

Umami, R., Rusdi, M., & Kamid, K. (2021). Development Of A Test Instrument To Measure Higher Order Thinking Skills (Hots) Oriented Towards The Programme For International Student Assessment (PISA) In Students. Jp3m (Journal Of Mathematics Education And Teaching Research), 7(1), 57–68. Https://Doi.Org/10.37058/Jp3m.V7i1.2069

Downloads

Published

2026-01-28

How to Cite

Fitrianita, D., & Wahyuningsih, . S. E. . (2026). Feasibility Test Of A Gamification-Based Fashion Adventure Board Game As A Learning Media For Basic Fashion Design. Jurnal Kajian Ilmu Pendidikan (JKIP), 7(2), 670-684. https://doi.org/10.55583/jkip.v7i2.1998